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C++ CG_FreeLocalEntity函數代碼示例

本文整理匯總了C++中CG_FreeLocalEntity函數的典型用法代碼示例。如果您正苦於以下問題:C++ CG_FreeLocalEntity函數的具體用法?C++ CG_FreeLocalEntity怎麽用?C++ CG_FreeLocalEntity使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。


在下文中一共展示了CG_FreeLocalEntity函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。

示例1: CG_AddFireEffect

/*
================
CG_AddFireEffect
================
*/
static void CG_AddFireEffect( localEntity_t *le ) {
	refEntity_t			*re;
	trace_t				trace;

	re = &le->refEntity;

	if ( le->pos.trType == TR_STATIONARY ) {
		if ( le->leFlags & LEF_LESSOVERDRAW ) {
			// avoid too much overdraw
			if ( CG_NearbyDrawnLeCount( le, re->origin, le->leType, 52 + !!cg_lowDetailEffects.integer * 24 ) > 0 ) return;
		}
		// add to refresh list
		trap_R_AddRefEntityToScene( re );
		return;
	}

	// calculate position
	BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );

	// check for water
	if ( trap_CM_PointContents( re->origin, 0 ) & CONTENTS_WATER ) {
		// do a trace to get water surface normals
		CG_Trace( &trace, re->oldorigin, NULL, NULL, re->origin, le->owner, MASK_WATER );
		CG_FreeLocalEntity( le );

		CG_MakeExplosion( trace.endpos, trace.plane.normal, 
			cgs.media.ringFlashModel, cgs.media.vaporShader,
			500, qfalse, qtrue );
		return;
	}

	// do a trace sometimes
	if ( le->ti.trailTime++ > 5 ) {
		le->ti.trailTime = 0;

		CG_Trace( &trace, re->oldorigin, NULL, NULL, re->origin, le->owner, MASK_SHOT );
		VectorCopy( trace.endpos, re->origin );
		VectorCopy( trace.endpos, re->oldorigin );

		// hit something
		if ( trace.fraction < 1.0 ) {
			// free le if another one is nearby, otherwise make it stationary
			if ( CG_CheckDistance( re->origin, le->leType, TR_STATIONARY, re->customShader, 200, 32 ) ) { 
				CG_FreeLocalEntity( le );
				return;
			} else {
				le->pos.trType = TR_STATIONARY;
			}
		}
	}

	if ( le->leFlags & LEF_LESSOVERDRAW ) {
		// avoid too much overdraw
		if ( CG_NearbyDrawnLeCount( le, re->origin, le->leType, 52 + !!cg_lowDetailEffects.integer * 24 ) > 0 ) return;
	}

	// add to refresh list
	trap_R_AddRefEntityToScene( re );
}
開發者ID:ElderPlayerX,項目名稱:Afterwards,代碼行數:64,代碼來源:cg_localents.c

示例2: CG_AddGore

void CG_AddGore( localEntity_t *le ) {
	vec3_t	newOrigin;
	trace_t	trace;

	if ( le->pos.trType == TR_STATIONARY ) {
		// sink into the ground if near the removal time
		//int		t;
		//float	oldZ;
		
		CG_FreeLocalEntity( le ); // kill it

		return;
	}

	// calculate new position
	BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );

	// trace a line from previous position to new position
	CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID );
	if ( trace.fraction == 1.0 ) {
		// still in free fall
		VectorCopy( newOrigin, le->refEntity.origin );

		if ( le->leFlags & LEF_TUMBLE ) {
			vec3_t angles;

			BG_EvaluateTrajectory( &le->angles, cg.time, angles );
			AnglesToAxis( angles, le->refEntity.axis );
		}

		trap_R_AddRefEntityToScene( &le->refEntity );

		CG_SmallBloodTrail( le );
	
		return;
	}

	// if it is in a nodrop zone, remove it
	// this keeps gibs from waiting at the bottom of pits of death
	// and floating levels
	if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
		CG_FreeLocalEntity( le );
		return;
	}

	// leave a mark
	CG_GoreMark( le, &trace );

	// do a juicy sound
	CG_SplatSound( le, &trace );

	CG_JustSplat( le, &trace );

	trap_R_AddRefEntityToScene( &le->refEntity );
}
開發者ID:OpenArena,項目名稱:legacy,代碼行數:55,代碼來源:cg_localents.c

示例3: CG_AddRefEntity

/*
===================
CG_AddRefEntity
===================
*/
void CG_AddRefEntity( localEntity_t *le ) {
	if (le->endTime < cg.time) {
		CG_FreeLocalEntity( le );
		return;
	}
	CG_AddRefEntityWithMinLight( &le->refEntity );
}
開發者ID:mecwerks,項目名稱:spearmint-ios,代碼行數:12,代碼來源:cg_localents.c

示例4: CG_AddPuff

/*
==================
CG_AddPuff
==================
*/
static void CG_AddPuff( localEntity_t *le ) {
	refEntity_t	*re;
	float		c;
	vec3_t		delta;
	float		len;

	re = &le->refEntity;

	// fade / grow time
	c = ( le->endTime - cg.time ) / (float)( le->endTime - le->startTime );

	re->shaderRGBA[0] = le->color[0] * c;
	re->shaderRGBA[1] = le->color[1] * c;
	re->shaderRGBA[2] = le->color[2] * c;

	if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) {
		re->radius = le->radius * ( 1.0 - c ) + 8;
	}

	BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );

	// if the view would be "inside" the sprite, kill the sprite
	// so it doesn't add too much overdraw
	VectorSubtract( re->origin, cg.refdef.vieworg, delta );
	len = VectorLength( delta );
	if ( len < le->radius ) {
		CG_FreeLocalEntity( le );
		return;
	}

	trap->R_AddRefEntityToScene( re );
}
開發者ID:CaptainSkyhawk,項目名稱:OpenJK-VR,代碼行數:37,代碼來源:cg_localents.c

示例5: CG_ResetMissileEntity

/*
================
CG_ResetMissileEntity
================
*/
void CG_ResetMissileEntity( centity_t *cent ) {	
	// link trajectory
	cent->ti.trPos = &cent->currentState.pos;
	cent->ti.weapon = cent->currentState.weapon;

	// check for predicted missiles if necessary
	if ( cg.predictWeapons && cent->currentState.clientNum == cg.snap->ps.clientNum ) {
		localEntity_t	*le;

		le = cg_activeLocalEntities.prev;
		for ( ; le != &cg_activeLocalEntities ; le = le->prev ) {
			// the first (and oldest) missile le is the one represented by the new one
			if ( le->leType == LE_MISSILE && weLi[le->ti.weapon].prediction != PR_FLAME ) {
				// set the correct trailTime
				cent->ti.trailTime = le->ti.trailTime;
				VectorCopy( le->ti.lastPos, cent->ti.lastPos );

				// free the local entity
				CG_FreeLocalEntity( le );
				return;
			}
		}	
	}
	// there isn't a predicted missile, use normal trailTime reset
	cent->ti.trailTime = cent->currentState.pos.trTime + TRAIL_DELAY;
	BG_EvaluateTrajectory( cent->ti.trPos, cent->ti.trailTime, cent->ti.lastPos );
}
開發者ID:ElderPlayerX,項目名稱:Afterwards,代碼行數:32,代碼來源:cg_localents.c

示例6: CG_AddFallScaleFade

/*
=================
CG_AddFallScaleFade

This is just an optimized CG_AddMoveScaleFade
For blood mists that drift down, fade out, and are
removed if the view passes through them.
There are often 100+ of these, so it needs to be simple.
=================
*/
static void CG_AddFallScaleFade( localEntity_t *le ) {
	refEntity_t	*re;
	gfixed		c;
	bvec3_t		delta;
	bfixed		len;

	re = &le->refEntity;

	// fade time
	c = MAKE_GFIXED( le->endTime - cg.time ) * le->lifeRate;

	re->shaderRGBA[3] = FIXED_TO_INT(GFIXED(255,0) * c * le->color[3]);

	re->origin[2] = le->pos.trBase[2] - MAKE_BFIXED( GFIXED_1 - c ) * le->pos.trDelta[2];

	re->radius = le->radius * MAKE_BFIXED( GFIXED_1 - c ) + BFIXED(16,0);

	// if the view would be "inside" the sprite, kill the sprite
	// so it doesn't add too much overdraw
	VectorSubtract( re->origin, cg.refdef.vieworg, delta );
	len = FIXED_VEC3LEN( delta );
	if ( len < le->radius ) {
		CG_FreeLocalEntity( le );
		return;
	}

	_CG_trap_R_AddRefEntityToScene( re );
}
開發者ID:Jsoucek,項目名稱:q3ce,代碼行數:38,代碼來源:cg_localents.cpp

示例7: CG_FreeLocalEntity

/*
===================
CG_AllocLocalEntity

Will allways succeed, even if it requires freeing an old active entity
===================
*/
localEntity_t	*CG_AllocLocalEntity( void ) {
	localEntity_t	*le;

	if ( !cg_freeLocalEntities ) {
		// no free entities, so free the one at the end of the chain
		// remove the oldest active entity
		CG_FreeLocalEntity( cg_activeLocalEntities.prev );
	}

	// Ridah, debugging
	localEntCount++;
//	trap_Print( va("AllocLocalEntity: locelEntCount = %d\n", localEntCount) );
	// done.

	le = cg_freeLocalEntities;
	cg_freeLocalEntities = cg_freeLocalEntities->next;

	memset( le, 0, sizeof( *le ) );

	// link into the active list
	le->next = cg_activeLocalEntities.next;
	le->prev = &cg_activeLocalEntities;
	cg_activeLocalEntities.next->prev = le;
	cg_activeLocalEntities.next = le;
	return le;
}
開發者ID:natelo,項目名稱:rtcwPub,代碼行數:33,代碼來源:cg_localents.c

示例8: CG_AddFallScaleFade

/*
=================
CG_AddFallScaleFade

This is just an optimized CG_AddMoveScaleFade
For blood mists that drift down, fade out, and are
removed if the view passes through them.
There are often 100+ of these, so it needs to be simple.
=================
*/
static void CG_AddFallScaleFade( localEntity_t *le ) {
	refEntity_t	*re;
	float		c;
	vec3_t		delta;
	float		len;

	re = &le->refEntity;

	// fade time
	c = ( le->endTime - cg.time ) * le->lifeRate;

	re->shaderRGBA[3] = 0xff * c * le->color[3];

	re->origin[2] = le->pos.trBase[2] - ( 1.0 - c ) * le->pos.trDelta[2];

	re->radius = le->radius * ( 1.0 - c ) + 16;

	// if the view would be "inside" the sprite, kill the sprite
	// so it doesn't add too much overdraw
	VectorSubtract( re->origin, cg.refdef.vieworg, delta );
	len = VectorLength( delta );
	if ( len < le->radius ) {
		CG_FreeLocalEntity( le );
		return;
	}

	trap->R_AddRefEntityToScene( re );
}
開發者ID:CaptainSkyhawk,項目名稱:OpenJK-VR,代碼行數:38,代碼來源:cg_localents.c

示例9: CG_AddRefEntity

void CG_AddRefEntity( localEntity_t *le ) {
	if ( le->endTime < cg.time ) {
		CG_FreeLocalEntity( le );
		return;
	}
	SE_R_AddRefEntityToScene( &le->refEntity, MAX_CLIENTS );
}
開發者ID:Arcadiaprime,項目名稱:japp,代碼行數:7,代碼來源:cg_localents.cpp

示例10: CG_AddOLine

// For forcefields/other rectangular things
void CG_AddOLine( localEntity_t *le ) {
	refEntity_t	*re;
	float		frac, alpha;

	re = &le->refEntity;

	frac = (cg.time - le->startTime) / (float)(le->endTime - le->startTime);
	if ( frac > 1 )
		frac = 1.0f;	// can happen during connection problems
	else if ( frac < 0 )
		frac = 0.0f;

	// Use the liferate to set the scale over time.
	re->data.line.width = le->data.line.width + (le->data.line.dwidth * frac);
	if ( re->data.line.width <= 0 ) {
		CG_FreeLocalEntity( le );
		return;
	}

	// We will assume here that we want additive transparency effects.
	alpha = le->alpha + (le->dalpha * frac);
	re->shaderRGBA[0] = 0xff * alpha;
	re->shaderRGBA[1] = 0xff * alpha;
	re->shaderRGBA[2] = 0xff * alpha;
	re->shaderRGBA[3] = 0xff * alpha;	// Yes, we could apply c to this too, but fading the color is better for lines.

	re->shaderTexCoord.x = 1;
	re->shaderTexCoord.y = 1;

	re->rotation = 90;

	re->reType = RT_ORIENTEDLINE;

	SE_R_AddRefEntityToScene( re, MAX_CLIENTS );
}
開發者ID:Arcadiaprime,項目名稱:japp,代碼行數:36,代碼來源:cg_localents.cpp

示例11: CG_AddRefEntity

/*
===================
CG_AddRefEntity
===================
*/
void CG_AddRefEntity( localEntity_t *le ) {
	if (le->endTime < cg.time) {
		CG_FreeLocalEntity( le );
		return;
	}
	trap->R_AddRefEntityToScene( &le->refEntity );
}
開發者ID:CaptainSkyhawk,項目名稱:OpenJK-VR,代碼行數:12,代碼來源:cg_localents.c

示例12: CG_AddScaleFade

// For rocket smokes that hang in place, fade out, and are removed if the view passes through them.
//	There are often many of these, so it needs to be simple.
static void CG_AddScaleFade( localEntity_t *le ) {
	refEntity_t	*re;
	float		c;
	vector3		delta;
	float		len;
	refdef_t *refdef = CG_GetRefdef();

	re = &le->refEntity;

	// fade / grow time
	c = (le->endTime - cg.time) * le->lifeRate;

	re->shaderRGBA[3] = 0xff * c * le->color[3];
	re->radius = le->radius * (1.0f - c) + 8;

	// if the view would be "inside" the sprite, kill the sprite
	// so it doesn't add too much overdraw
	VectorSubtract( &re->origin, &refdef->vieworg, &delta );
	len = VectorLength( &delta );
	if ( len < le->radius ) {
		CG_FreeLocalEntity( le );
		return;
	}

	SE_R_AddRefEntityToScene( re, MAX_CLIENTS );
}
開發者ID:Arcadiaprime,項目名稱:japp,代碼行數:28,代碼來源:cg_localents.cpp

示例13: CG_AddScaleFade

/*
===================
CG_AddScaleFade

For rocket smokes that hang in place, fade out, and are
removed if the view passes through them.
There are often many of these, so it needs to be simple.
===================
*/
static void CG_AddScaleFade( localEntity_t *le ) {
	refEntity_t	*re;
	float		c;
	vec3_t		delta;
	float		len;

	re = &le->refEntity;

	// fade / grow time
	c = ( le->endTime - cg.time ) * le->lifeRate;

	re->shaderRGBA[3] = 0xff * c * le->color[3];
	re->radius = le->radius * ( 1.0 - c ) + 8;

	// if the view would be "inside" the sprite, kill the sprite
	// so it doesn't add too much overdraw
	VectorSubtract( re->origin, cg.refdef.vieworg, delta );
	len = VectorLength( delta );
	if ( len < le->radius ) {
		CG_FreeLocalEntity( le );
		return;
	}

	CG_AddRefEntityWithMinLight( re );
}
開發者ID:mecwerks,項目名稱:spearmint-ios,代碼行數:34,代碼來源:cg_localents.c

示例14: CG_AddLine2

/*
===================
CG_AddLine2

For trek, for beams and the like.
===================
*/
void CG_AddLine2( localEntity_t *le )
{
	refEntity_t	*re;
	float		frac, alpha;
	vec3_t		curRGB;

	re = &le->refEntity;

	frac = (cg.time - le->startTime) / ( float ) ( le->endTime - le->startTime );
	if ( frac > 1 ) 
		frac = 1.0;	// can happen during connection problems
	else if (frac < 0)
		frac = 0.0;

	// Use the liferate to set the scale over time.
	re->data.line.width = le->data.line2.width + (le->data.line2.dwidth * frac);
	re->data.line.width2 = le->data.line2.width2 + (le->data.line2.dwidth2 * frac);
	if (re->data.line.width <= 0)
	{
		CG_FreeLocalEntity( le );
		return;
	}

	// We will assume here that we want additive transparency effects.
	alpha = le->alpha + (le->dalpha * frac);
	VectorMA(le->data.line2.startRGB, frac, le->data.line2.dRGB, curRGB);
	re->shaderRGBA[0] = 0xff * alpha * curRGB[0];
	re->shaderRGBA[1] = 0xff * alpha * curRGB[1];
	re->shaderRGBA[2] = 0xff * alpha * curRGB[2];
	re->shaderRGBA[3] = 0xff * alpha;	// Yes, we could apply c to this too, but fading the color is better for lines.

	re->reType = RT_LINE2;

	trap_R_AddRefEntityToScene( re );
}
開發者ID:UberGames,項目名稱:RPG-X2-rpgxEF,代碼行數:42,代碼來源:cg_localents.c

示例15: CG_AddFallScaleFade

// This is just an optimized CG_AddMoveScaleFade for blood mists that drift down, fade out, and are removed if the view passes through them.
//	There are often 100+ of these, so it needs to be simple.
static void CG_AddFallScaleFade( localEntity_t *le ) {
	refEntity_t	*re;
	float		c;
	vector3		delta;
	float		len;

	re = &le->refEntity;

	// fade time
	c = ( le->endTime - cg.time ) * le->lifeRate;

	re->shaderRGBA[3] = (byte)(255 * c * le->color.a);

	re->origin.z = le->pos.trBase.z - ( 1.0f - c ) * le->pos.trDelta.z;

	re->radius = le->radius * ( 1.0f - c ) + 16;

	// if the view would be "inside" the sprite, kill the sprite so it doesn't add too much overdraw
	VectorSubtract( &re->origin, &cg.refdef.vieworg, &delta );
	len = VectorLength( &delta );
	if ( len < le->radius ) {
		CG_FreeLocalEntity( le );
		return;
	}

	trap->R_AddRefEntityToScene( re );
}
開發者ID:Razish,項目名稱:QtZ,代碼行數:29,代碼來源:cg_localents.c


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